It has been two decades since the legendary game hit the market across the Atlantic, giving everyday gamers the opportunity to feel like rock legends. Not literally, but try convincing anyone who's mastered Free Bird’s lengthy guitar solo before an enthusiastic crowd of friends.
Developed by Harmonix, the game provided users with a guitar-shaped controller to follow on-screen cues scrolling down the display in time with the music. Each riff mimicked specific notes, producing the feel of an authentic live show.
The studio had already experimented in the music genre prior to teaming up with the publisher, later purchased by Activision in 2006. Collaboratively, they laid the groundwork for a surprising massively profitable series which made a remarkable impact on numerous musicians included, showcasing decades-old groups to millions of younger players.
Michael Dornbrook, former COO of Harmonix, remembers the early budgetary hurdles in securing the songs – despite the fact the first two games primarily featured rerecorded tracks.
“We reproduced every song because the cost prohibitive,” he explains. “Despite having the necessary permissions alone, it proved extremely difficult. We couldn’t get acts such as legendary groups – the publisher had virtually no money, and our team was pretty convinced the project would flop. However, when Guitar Hero became a hit, and record sales and radio play were going up, everyone wanted to participate.”
He continues: “Among the amazing things was how many parents reached out expressing gratitude for introducing their kids to the songs they adored. It became a multigenerational phenomenon.”
Timeless Music Gains a New Audience
Irish group one featured act included their track on the 2008 game the popular installment. Lead musician the artist remembers the way the game revived classic rock back into vogue: “Guitar Hero provided a bigger, new demographic. Generally this had been seen as outdated material, but then once it got included in the game young people discovered it, abruptly it became trendy. That legitimised the genre, eliminating the ‘dad rock’ tag. It gave all our music renewed popularity.”
At that time, the band's first record was still not available stateside, meaning Guitar Hero served as a primary platform for exposure for the band during their US tour opening for AC/DC. “The roadies had on Never Too Late during travel, and some of them knew us thanks to the game,” Mahon says.
Rock’s Heavyweight Titles and Lasting Impact
Music's heavyweight names quickly capitalised on the game's success, with Aerosmith, Metallica and others starring in specialized spin-off titles centered around each band’s catalogue and associated stories, visuals and rock’n’roll mythology. In the case of, Guitar Hero: Aerosmith, reportedly earned the group more money than any of their records. It moved well over half a million units upon release, while sales of their songs rose of up to 40% at a time when the music business faced decline.
The series continues to inspire nimble-fingered dedication within the community. Recently, an online personality achieved an impressive attempt featuring the challenging track – a notoriously difficult anthem made popular by the game – on Clone Hero, a freeware game with almost identical gameplay and extensive customisation options. This track is challenging enough on expert mode, let alone performed at double speed while hitting every one of the thousands of cues. The streamer claimed requiring nine months of practice.
“The game is a fun, fantasy thing. Just as with Call of Duty, it doesn't imply you ought to pick up actual weapons and enlist,” says DragonForce guitarist the artist.
DragonForce had already completed a successful tour before Through the Fire and Flames was featured in the third game, but Li says it made them a household name. “I remember our distributors informing us that our records were moving like crazy,” he shares. “Popularity surged when we next toured, and we were playing just before the headliners at the event.”
Indeed, the band's visibility via the game proved so vast that it has risked eclipsing all other the band has done. Recently, the track featured in a trailer for a major film. “Previously I thought differently, but now I accept it,” Li says. “Should you just hear a single track, that's fine – everyone’s got their own path in music and I’m glad we’ve been part in fans' experiences”.
The Lasting Impact of a Plastic Guitar
Top-tier marketing, be it for cars, apparel or video games, extends beyond mere transactions – it inspires a longing. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “The excitement of being a rock star on the stage. Since the beginning, the creators felt that there’s an instinctive human desire to make music, and they wanted to use technology to allow people to participate”.
Most of Guitar Hero games came out over a mere five-year period between 2005 and 2010, featuring derivative titles such as DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest on peripherals died down, except for a short-lived revival in 2015.
Titles like Clone Hero and newer releases have maintained the scene alive, and there’s expectations of something from the founders on the way. A new studio has entered production on its debut music game. Original co-founders are both involved as special advisers. Is the world prepared to welcome another game in the spirit of Guitar Hero?
“Our team believed those games might become similar to sports games allowing annual releases,” Dornbrook says. “With abundant new music it could remain evergreen, thus I remain optimistic. It's entirely possible for it to persist for future fans.”